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Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

sparkjs.dev

31–40 of 90 posts

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#31
post #29

This is great, thanks! I have spent countless hours playing with the R3F - adding vertex and fragment shaders, eventually giving up. The math is just tedious.

We have a template for R3F you might find useful:

https://github.com/sparkjsdev/spark-react-r3f

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#32

The demos look great! I imagine it's not pure javascript. Are you using webgpu?

The WebGL API is based on the OpenGL ES standard, which jettisoned a lot of the procedural pipeline calls that made it easy to write CPU-bound 3D logic.

The tradeoff is initial complexity (your "hello world" for WebGL showing one object will include a shader and priming data arrays for that shader), but as consequence of design the API sort of forces more computation into the GPU layer, so the fact JavaScript is driving it matters very little.

THREE.js adds a nice layer of abstraction atop that metal.

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#33
post #21
post #20

Cool stuff. Do you have examples with semi-transparent surfaces? Something like a toy christmas tree inside a glass sphere, with basic reflections and refractions calculated?

Nothing top of mind like that. Check out people's scans at https://superspl.at/ Anything there should also render in Spark.

https://superspl.at/view?id=8c35f06d rendered very well. This Spark is surprisingly fast: a 650 MB scene got rendered at 120 fps.

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#36

This is cool also BabylonJS has nice gaussian splat support as well: https://doc.babylonjs.com/features/featuresDeepDive/mesh/gau...

BabylonJS and the OP's own Aframe [1] seem to have similar licenses, similar number of Github stars and forks, although Aframe seems newer and more game / VR focused.

How do Babylon, Aframe, Three.js, and PlayCanvas [2] compare from those that have used them?

IIUC, PlayCanvas is the most mature, featureful, and performant, but it's commercial. Babylon is the featureful 3D engine, whereas Three.js is fairly raw. Though it has some nice stuff for animation, textures, etc., you're really building your own kit.

Any good experiences (or bad) with any of these?

OP, your demo is rock solid! What's the pitch for Aframe?

How do you see the "gaussian splat" future panning out? Will these be useful for more than visualizations and "digital twins" (in the industrial setting)? Will we be editing them and animating them at any point in the near future? Or to rephrase, when (or will) they be useful for the creative and gaming fields?

[1] https://github.com/aframevr/aframe

[2] https://playcanvas.com/

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#37
post #36

This is cool also BabylonJS has nice gaussian splat support as well: https://doc.babylonjs.com/features/featuresDeepDive/mesh/gau...

BabylonJS and the OP's own Aframe [1] seem to have similar licenses, similar number of Github stars and forks, although Aframe seems newer and more game / VR focused. How do Babylon, Aframe, Three.js, and PlayCanvas [2] compare from those that have used them? IIUC, PlayCanvas is the most mature, featureful, and performant, but it's commercial. Babylon is the featureful 3D engine, whereas Three.js is fairly raw. Thoug…

A-Frame is an entity component system on top of THREE.js that uses the DOM as a declarative layer for the scene graph. It can be manipulated using the standard APIs and tools that Web developers are used to. Initial target was onboarding Web devs into 3D but found success beyond. The super low barrier of entry (hello world below) without sacrificing functionality made it very popular for people learning programming / 3D (part of the curriculum in many schools / universities) and in advanced scenarios (moonrider.xyz ~100k MAUs (300k MAUs at peak) most popular WebXR content to date is made with A-Frame)

One of the Spark goals is exploring applications of 3D Gaussian Splatting. I don't have all the answers yet but already compelling use cases quickly developing. e.g photogrammetry / scanning where splats represent high frequency detail in an appealing and relatively compact way as you can see in one of the demos (https://sparkjs.dev/examples/interactivity/index.html). There are great examples of video capture already (https://www.4dv.ai/). Looking forward to seeing new applications as we figure out better compression, streaming, relighting, generative models, LOD...

A-Frame hello world

" rel="nofollow">https://aframe.io/releases/1.7.1/aframe.min.js">

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#38
post #36

This is cool also BabylonJS has nice gaussian splat support as well: https://doc.babylonjs.com/features/featuresDeepDive/mesh/gau...

BabylonJS and the OP's own Aframe [1] seem to have similar licenses, similar number of Github stars and forks, although Aframe seems newer and more game / VR focused. How do Babylon, Aframe, Three.js, and PlayCanvas [2] compare from those that have used them? IIUC, PlayCanvas is the most mature, featureful, and performant, but it's commercial. Babylon is the featureful 3D engine, whereas Three.js is fairly raw. Thoug…

Did a test study in BabylonJS, and generally the subset of compatible features is browser specific.

The good:

1. Blender plugin for baked mesh animation export to stream asset is cool

2. the procedural texture tricks combined with displacement maps mean making reasonable looking in game ocean/water possible with some tweaking

3. adding 2D sprite swap out for distant objects is trivial (think Paper Mario style)

The bad:

1. burns gpu vram far faster than normal engines (dynamic paint bloats up fast when duplicating aliases etc. )

2. JS burns CPU cycles, but the wasm support is reasonable for physics/collision

3. all resources are exposed to end users (expect unsophisticated cheaters/cloners)

The ugly:

1. mobile gpu support on 90% of devices is patchwork

2. baked lighting ymmv (we tinted the gpu smoke VFX to cheat volumetric scattering)

3. in browser games essentially combine the worst aspects of browser memory waste, and security sandbox issues (audio sync is always bad in browser games)

Anecdotally, I would only recommend the engine for server hosted transactional games (i.e. cards or board games could be a good fit.)

Otherwise, if people want something that is performant, and doesn't look awful.... Than just use the Unreal engine, and hire someone that mastered efficient shader tricks. =3

Re: Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

#39
I'm still highly skeptical of gaussian splatting as anything more than a demo. The files are too large. The steak sandwich is 12meg (as just one example)

There was a guassain splat based Matterport port clone at least year's siggraph. To view a 2 bedroom apartment required streaming 1.5gig

Cool demo

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